Dragons on the River of Time (Original Character Sheets, House Rules, XP, etc.)

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House Rules

1. Critical Fumble Rule Upon rolling a natural 1 the attacker rolls another d20 and applies all modifiers from the first attack roll to this roll. If the result of the second roll fails to match or beat the defenders AC (resulting in a miss), the attacker critically fumbles (resulting in a mishap of the DM's discretion). Otherwise the attack is simply treated as a miss.

2. Critical Hits Players have the option to either double the results of their dice rolls or roll multiple dice for damage. It's their perogative to use whichever method they prefer.

3. Healer's Kits. Any character with at least 5 ranks in Knowledge (nature) or 5 ranks in Heal can make a DC 10 Survival check to replentish 5 uses of a healer's kit. For every 4 that they exceeded the DC they can add another use to the kit.

4. New Equipment - Bandolier A bandolier in worn across the character's chest and back and can hold up 6 Small items or up to 12 tiny items of potion size or smaller (individual thunderstones, acid flasks, etc.). Any item can be retrieved from a bandolier as a move action. A bandolier costs 10 stl and weighs 1 lb.

5. Leveling While Wounded. If a character levels up while wounded they add half of the new hit points rolled from gaining a new level to their current hit points total. Their maximum number of hit points increases normally.

6. Spellcraft. The difficulty for an arcane spellcaster to identify a divine spell (or vice-versa) with a Spellcraft check increases the DC of the check by +2. Spell-like abilities and spells that are opposite of the spell type used by the caster (ambient or focused) will also increase the DC of the Spellcraft check by +2.

7. Striking the Cover Instead of a Missed Target. If an attack roll fails within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover, the object used for cover was struck. If a creature is providing cover for another character and the attack roll exceeds the AC of the covering creature, the cover creature takes the damage intended for the target. If the covering creature has a Dexterity bonus to AC or a dodge bonus, and this bonus keeps the covering creature from being hit, then the original target is hit instead. However, the Precise Shot feat eliminates the threat of shooting an ally by accident in combat because of this rule.

8. Two-Day RuleIf a player does not log into the forums for two days or does not otherwise act for their character in that amount time the DM is allowed to act for them until they return to the game.

9. Wild Magic Anytime a sorcerer casts their highest level spell or a spell created via the Craft Spell feat (see below) a percentile die is rolled. On a result of 01-03 the spells fizzles out. Nothing happens and the spell is wasted. On a result of 04-96 the spells works as it was intended. On a result of 97-00 the spell goes wild, the results of which are determined by the DM.

In addition to the feats listed in the Pathfinder Roleplaying Game Core Rulebook, Bestiary, Advanced Player's Guide, and the various Sovereign Press and MWP Dragonlance sourcebooks, the following feats are also available to players. The feats on this list are either taken from other sources (like the Nexus) or are homebrew. I use them in my tabletop games and you guys have the option to use them here too!

Feats

CRAFT SPELL [METAMAGIC]Prerequisites: Ability to cast spells without preparation, Spellcraft 2 ranks.Benefit: You may attempt to cast any sorcerer or mystic spell that you do not already know as is appropriate for your class; i.e. sorcerers can only carft spells found on the wizard/sorcerer spell list and mystics can only craft spells found the cleric/mystic spell list. You must have a free (uncast) spell slot of the level of spell to be cast. You may apply any metamagic feat that you know to the spell, but you must still be able to cast the spell at its modified spell level. Crafting the spell requires a Spellcraft check. The DC of the Spellcraft check is determined by the level of the spell and other modifiers, as given below. Success means the spell works as if cast normally by the spellcaster, with any metamagic feats in effect, and using up the spell slot. Failure means the spell does not work, but the spell slot is still used up. Crafting a spell is always a full-round action and includes the crafting and casting of the spell. If the spell would normally require a casting time of a full round or more, the crafting takes place the first round and the spell takes effect on the following round (or later, depending on the spell). Crafting a spell invokes an attack of opportunity, just like casting a spell. Follow the standard rules for disruption of spellcasting when crafting a spell.Base DC of Spellcraft check: 20 + (spell level x 2)

EXPERIENCED SPELL [METAMAGIC]Prerequisites: Spellcasting ability score 18+, Eschew Materials, Improved Eschew Materials, Greater Eschew Materials.Benefit: You can apply this feat to a spell that requires an experience component. You can then cast that spell without losing experience. Casting an Experienced Spell requires the use of a spell slot three levels higher then the spell being cast.

GREATER ESCHEW MATERIALS [METAMAGIC]Prerequisite: Eschew Materials, Improved Eschew Materials, spellcasting ability score 18+.Benefit: You can ignore material component costs when casting a spell that requires material components. However, this feat is left to the DMís discretion on certain requirements. For instance, a spellcaster must still have a bit of the desired body to cast raise dead. In most instances though, a material component is no longer necessary.

IMPROVED ESCHEW MATERIALS [METAMAGIC]Prerequisite: Spellcasting ability score 14+, Eschew Materials.Benefit: You can ignore material components up to 50 stl when casting a spell with a material component. If the material component is more then 50 stl, you must still have it to cast the spell.

LAND LEGS [GENERAL]Prerequisites: Sea elf, Endurance.Benefit: For every one point of Constitution bonus you have you may remain out of the water for an additional 2 hours before suffering from Surface Sensitivity.
Additionally, your Surface Sensitivity circumstance penalty is reduced by one.Normal: A sea elf must spend at least 1 hour out of every 24 hours underwater. If they are out of the water for longer then 23 hours they suffer a circumstance penalty on attack rolls, saving throws, and checks. Dargonesti elves suffer a -2 Surface Sensitivity penalty; Dirmernesti a -1.

SURFACE DWELLER [GENERAL]Prerequisite: Land Legs.Benefit: Your Surface Sensitivity circumstance penalty is reduced by one. This stacks with the penalty reduction granted by the Land Legs feat.Normal: A sea elf must spend at least 1 hour out of every 24 hours underwater. If they are out of the water for longer then 23 hours they suffer a circumstance penalty on attack rolls, saving throws, and checks. Dargonesti elves traditionally suffer a -2 Surface Sensitivity penalty; Dirmernesti a -1.

I realize it may seem silly to list the sea elf feats when no one is playing one, but you never know who might die and want to play a land-walking sea elf!

Top 10 Hits List

1. Loren: 82 points of damage on a critical hit that destroyed one of the apocalypse zombies attacking the warriors of Que-Kiri. His square jaw set, he brought his sword around in a mighty sweeping arc. In one fluid motion he brought brought the massive weapon up from waist level and over his head as he split the zombie still sliding along the spear from skull to balls. Bones cracked and buckled as blood and organs sprayed the paladin a second time and the two halves of the dead man fell in two chunky pieces from the shocked spearman's weapon.

2. Loren: 68 points of damage on a critical hit that killed Glaxius the Reaper after the party and their allies were ambushed in the burned-up woods along the shores of Crystalmir Lake. Then Loren pivoted and sent his holy greatsword slicing through the thing's chest with a savage flash of blue that illuminated the gray forest for just a moment. His blade caught the demon hunter under it's right armpit and kept going, the rings of it's dragonmetal shirt be damned. Glaxius fell to the ground in two pieces at Loren's feet, a twisted snarl of pain frozen on the tightly drawn, pale skin of his corpse.

3. Loren: 42 points of damage that wounded Glaxius the Reaper after the party and their allies were ambushed in the burned-up woods along the shores of Crystalmir Lake. "In the name of the Holy Lady," Loren said as blood dripped down his neck, "today you shall meet your god." Practically before he had finished he was launching himself forward, bringing his holy weapon down with a great chop from the side before pivoting on his foot and slicing in an arc aiming for the thing's chest. His first blow broke the monster's right shoulder with a sickening crack. Glaxius howled and dropped his glaive.

4. Loren: 42 points of damage that destroyed one of the apocalypse zombies attacking the warriors of Que-Kiri. A soft blue glow erupted from the paladin of Mishakal's blessed greatsword as he sliced the head of the first corpse in the path of his blade in half. Blood and brains spattered his full-plate and coated Ignak below the waist. Loren didn't notice. His full concentration was on his next sanctifying blow.

5. Loren: 40 points of damage that wounded Glaxius the Reaper after the party and their allies were ambushed in the burned-up woods along the shores of Crystalmir Lake. The demon warrior screamed and cursed in it's infernal tongue as Mishakal's holy wrath scoured it's impure soul and cut it's flesh. Thick black blood oozed from the wound.

6. Loren: 32 points of damage that wounded Houndmaster Phair Caron when the ghost and her deadly hounds caught up to the heroes in the village of Que-Kiri. There was a searing blue flash as Loren delivered a powerful overhead chop with his heavy blade and the ghost shrieked in pain again. His blessed greatsword sliced through the gardbrace over the thing's left shoulder and seared ethereal flesh with the wrath of the Blue Lady.

7. Ulin: 25 points of fire damage that destroyed the zombified shaman Red Wolf when he ambushed Ulin, alone, in the streets of Que-Kiri at night. Ulin's blazing bolt of fire scorched the flesh off of the dead Que-Kiri man's face, cooking it's rotten brains in it's skull and exposing the skeleton face beneath. Maggots popped from the heat. Black blood spurted from it's neck as the body tumbled to the ground, spattering the well-traveled dirt road around it.

8. Ulin: 25 points of force damage that destroyed one of the Hounds of Verminaard as the heroes fought to escape the burning ruins of Que-Shu with Goldmoon. Again, he reached outward, funneling more and more threads of energy through his body. If anything, he had to bring aid to the fight. In response, force explosions again riddled the same beast, sending waves of agony through its shimmering form. It flickered and bellowed as it's ethereal form imploded in a burst flame. There was a rush of hot air and a pop as loud as any thunderclap as the beast was torn from existence by the force of Ulin's spell.

9. Simone: 21 points of damage that destroyed the burning ghost of a baaz draconian after the party and their allies were ambushed in the burned-up woods along the shores of Crystalmir Lake. The dragon-man's flaming spirit lunged hungrily for Simone, the flaming wrapping around it's snout flapping eagerly as it attacked. It had fallen for her ruse completely. Instead of searing the flesh of the living, however, the serrated tail of the Mantis Barb slashed through it's face. The ghost shrieked in agony as the holy whip cut it's ties with the mortal plane, sending it back to the Abyss with a violent explosion of hellfire.

10. Daevan: 21 points of damage that destroyed a fast plague zombie as the heroes fought to rescue Goldmoon from the undead mob that was attacking the village of Que-Shu. Waylorn had only pulled his blessed scimitar, Nature's Wrath, from it's sheathe when Daevan's huge earth-breaker hammer came down in a powerful overhead arc. Even as he cried out in the name of all of Istar's glory, the hammerhead pulped the zombie's head. Bits of flesh and bone and blood spattered his armor and face and sprinkled the bear's black fur with red gore.

Last edited by Tauren_Kai-Jere; 05-14-2013 at 10:51 PM.
Reason: There are things to write about now!

Description:
If one was not aware of Bhatair Splitstone's heritage, one would be hard pressed to guess that the devout servant of Reorx is a proud member of the Daewar clan. While most Daewar sport golden hair, Bhatair's is black as coal, broken only by streaks of silver at the temples betraying his age. His immense black beard is kept well trimmed, obviously a thing of pride for Bhatair. Another one of Bhatair's striking features are his eyes. Green as emerald, it is rumored among his fellow dwarves, that Bhatair's eyes can see into one's soul, reading its sins. This, of course, is not quite true but his eyes do possess an unnerving quality.

As a holy servant of the Tamer of Chaos, Bhatair dresses in clothes befitting his station. Even his clothes set him apart from those he calls his peers, though, as Bhatair prefers robes of red and black worn over Graldamir's Bulwark where most members of the Church of Reorx dress in red and grey. While his noble heritage would certainly mandate that finer textiles be used, Bhatair insists on wearing robes made of sturdy Hardian wool. No runes or sigils adorn his robes. True faith is not in how one dresses but how one thinks and acts, he is fond of saying, thus admonishing his fellow priests for their choices. Besides, of what use is a garment that can't endure a single battle to a priest of war? Around his neck, Bhatair wears a massive steel chain holding a hammer made of steel, a single platinum rune the only thing to break the steel surface of the medallion of faith. The rune represents a phrase near and dear to Bhatair - Creation Through Strength, Strength Through Fire. Bhatair carries Graldamir's Fury, the Reorx-blessed warhammer given to him by his grandfather, in his weapons belt, Graldamir's Ward slung across his back.

Bhatair Splitstone is a pious man. Every moment is spent in contemplation, considering how to best serve his deity. The warpriest realized long ago that he was not a skilled artisan. He lacked the talent and the drive to toil at the forges. What he didn't lack, however, was a great desire to spread the god's message, to bring the god's wrath to those who opposed strength of mind, body, and community. To those advocated chaos and anarchy. Bhatair felt that he had been chosen by Reorx as his herald, his messenger, and so he spent years perfecting his skills, training with the best warriors in Thorbardin while attending the religious needs of his flock. Bhatair's holy words focused on divine wrath against those who would oppose all that the dwarves of Krynn stood for, preaching aggression against the enemies of dwarfdom. Even after he has ventured out into the world, Bhatair's faith has not wavered. He remains firm in his beliefs that he is the hammer of Reorx, meant to seek out those who deserve his god's wrath. He is on a mission, though. A mission given to him by Unger Splitstone, High Priest of Reorx and Bhatair's father.

While Bhatair is a cleric of Reorx, he realizes that others may not be so faithful and as long as they don't directly oppose the tenets of the Church of Reorx, Bhatair won't press the matter, preffering to inspire through his actions rather than his words. He maintains a businesslike demeanor when dealing with people, a notable exception being his family back in Thorbardin and those he considers to be close friends. He spends much of his time writing down observations pertaining to his faith in a journal but he is not above sharing a pint if one is offered.

Description
Though her preferred fashion changes more than the seasons, there are a few constants of Simone's appearance. Her auburn hair is usually well past shoulder length and beautifully maintained, whatever style it happens to be in at the time. Her face is fair and radiant, and can light up with jubilation, hint at the sadness in her heart, or betray her childish tantrums, depending on how concerned she is with impressing those around her. Her natural beauty has a way of inspiring men around her to do their best to stay in good favor with her without knowing why.

Background
The Belmonte name is well known in Nightlund. Throughout the decades, the title of Mantis Rose has been passed down from generation to generation within the family, signifying an uncanny proficiency at hunting and slaying the unnatural horrors contaminating the region. The latest Mantis Rose, Leon Belmonte, married his beloved, Sara, who soon after gave birth to Simone. As Simone grew older, she started learning the skills needed for a hunter of the undead, under the tutelage of her father. Though she was still quite young, she took her training very seriously, for she did not want to let her father down as the next Mantis Rose. Or so she thought...

Leon quickly grew wary of the idea of a female Mantis Rose, and shortly after Sara was once again with child. To Leon's relief, Simone's brother, Trevor, was born. Simone's training continued, however, for it would not do to have a daughter of the Belmonte name who could not defend herself from the unsavory creatures of Nightlund. As the years continued to pass, Simone blossomed into the very essence of a noble young lady. Well mannered, well educated, and kind-hearted, her training had paid off in not only the ways of combat, but also how to present oneself in the presence of others. She strove very hard to make her father proud, took great comfort from his approval when earned. Her perfect world was shattered, though, when her younger brother began his training and it became known that he would inherit the title of Mantis Rose.

Simone's initial protests fell on deaf ears, for her father had made up his mind years ago. After a rebellious phase, she quieted down and appeared to have come to terms with the decision. While seemingly returning to a proper lady-like demeanor, in actuality she had begun thinking of ways to prove her worth using more inconspicuous means. She eventually learned of the Brotherhood of Shadows, an organization dedicated to battling the undead that plague Nightlund while unconstrained by the local laws and regulations. After managing a few contacts, she was afforded a chance to take the entrance trials and prove worthy of a place in the organization.

Not knowing what the trials would entail, she packed a bag with everything she deemed potential useful and made her way to the shrine housing the Mantis Barb. A sacred family heirloom, the Mantis Barb was passed down along with the title of Mantis Rose through the generations. This holy whip would surely help her cement a position within the order, and as long as she was back by morning, the whip could be replaced and no one would be the wiser. After "borrowing" the Mantis Barb, Simone disappeared into the night, ready to meet her contact and show Nightlund she was worthy of becoming the next Mantis Rose.

Abilities:
Bonus human feat and skill points
Spontaneous Casting: Can lose a prepared spell to cast any summon nature's ally spell of the same level or lower.
Nature Bond: Animal Companion; Colbert the Black Bear
Nature Sense: +2 bonus on Know(nature) and Survival checks.
Wild Empathy: +4 with Bears and Wolverines
Woodland Stride: Move through any sort of undergrowth at normal speed with taking damage or suffering any other impairment
Trackless Step: A druid leaves no trail in natural surroundings and can't be tracked.
Resist Nature's Lure: +4 bonus on saving throw against the spell-like abilities of feyWild Shape: 2/day; 1 hour/druid level; Functions at druid lvl +2 while in bear form(9 hours/day); May change into a Large or Tiny animal or a Small elemental.
Totem Transformation: A bear shaman may adopt the aspect of the bear while retaining normal form: Movement(+10 enhancement to land speed, +4 racial bonus on swim checks); Senses(low-light vision, scent); Toughness(+2 Natural Armor Bonus to AC, Endurance Feat); Natural Weapons(bite[1d6] and 2 claws [1d4] for a medium shaman, +2 CMB to Grapple checks) Counts as a move action to activate. 7 mins/day
Totemic Summons: May cast summon nature's ally as a standard action when summoning bears, and summoned bears gain temporary points equal to Waylorn's druid level. May apply the young template to any bear to reduce the level of the summoning spell required by one. May also increase the level of the said spell by one in order to apply either the advanced or giant template, or may increase it by two to apply both templates.

Description/Bio/Personality: Awoken by the Wayfarer, Waylorn Wyvernsbane found himself more than a little confused. Slowly things come back to him. He knew not the year, but remembered the age of his birth. Huma had defeated the Queen of Darkness and saved all of Ansalon. That man had been his inspiration and gave him the strength to persevere through his own challenge; the betrayal of his one time lover, Queen Silvyana of the Silvanesti. She became an ally of darkness, and though it cost the druid greatly, he fought defeated her with the help of other heroes and his faithful companion Colbert. Silvyana, however, escaped into the river of time before she faced ultimate defeat. Waylorn ordered himself placed into a magical slumber so that when the time came he could combat this evil once again when the time came.

Waylorn glared angrily at the Wayfarer. He could only assume the time had come to face his beloved and he did not relish the thought...

Much like his companion Waylorn is, at the best of times, irascible. At worst, he is a raging nightmare. His companions often said that he was more of an angry bear than Colbert. Large, strong, and a little ill-tempered. Still, due to the time he spent spent amongst the elves Waylorn learned to speak as eloquently as many elven diplomats. It was not a skill liked to use, often resorting to settling things like the bear he was at heart, with tooth and claw.

Waylorn is tall, and heavily muscled. He has long light brown hair, and light blue eyes. The armor he wears, while leather, is styled in ancient Solmanic style.

Last edited by Tauren_Kai-Jere; 05-15-2013 at 05:14 PM.
Reason: Updated the player's spell list in their absence.

"And that blockhead Rukin.. he might not be much of a thinker, but he can kill things well I suppose..." Argent: Cleric of Silver Master. ICRP Key of Destiny.

Abilities/Special Qualities
Academy Resources: If near a DM approved, functioning sorcerer academy, Ulin’s arcane research and item creation takes half the normal time
Arcane Thesis, Divination: Ulin is a master of the Divination discipline, making Perception a class skill and Divination spells cast on objects and non-living material at one level higher
Bloodline Arcana (Ex): Whenever Ulin applies a metamagic feat that increases the slot by at least one level, the spell's DC also increases by +1.
Bloodline Power, Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level.
Bloodline Power, Metamagic Adept (Ex): At 3rd level, once per day Ulin can apply any one metamagic feat to a spell he is about to cast without increasing the casting time. He must still expend a higher-level spell slot to cast this spell.
Cantrips
Cooperative Study +2 (Ex): Academy sorcerers learn that sharing research and information is critical to Wild Sorcery mastery. This ability increases Aid Another actions in Craft (alchemy), Knowledge (arcana), Spellcraft and Use Magic Device skills.
Research Breakthrough: Still Spell
Spells

Description
Ulin Majere is tall with golden eyes (which he inherited from his mother), and shoulder-length chestnut brown hair. Ulin considers himself homely, rail-thin, gangly, and has Caramon's big bones but no meat to cover them. He usually dresses casually in a loose tunic and pants.

History

Ulin Majere was fated to magic. The name Majere heralded heirs to the greatest archmages of Krynn for two generations. Ulin was not one to break tradition. With his father Palin gone on a mission of some sort or running the Conclave, his mother and sisters raised him. Time with his father was soley dedicated to pouring over ancient tomes and lessons in spellcasting.

And so Ulin’s love for his father was intermingled with a love for sorcery. Classically trained in the art, he attended the same academy as his great uncle Raistlin. Since the beginning Ulin experienced magic differently than others. Many times his spells surged with power at the whim of his mood. A bad day could set a building on fire, or a good one caused flowers in his presence to bloom. His instructors found him an oddity, riding him harder than the other students in attempts to teach Ulin to harness his ability. He constantly struggled with the practiced, formulaic aspects of his studies. Imagination fueled his spells, as Ulin saw magic as more of an emotional expression.

It was not until poor grades sent Ulin back home on suspension did he finally begin to feel the practicum of High Sorcery had flaws. Ulin felt the magic flow through him like a well, but could not understand its application in the traditional ways. On a lark, Ulin began researching his own father’s library for knowledge that explained his hypotheses. After weeks of study, he found an old account from the late archmage Par-Salian. The missive detailed a mission to destroy a cabal who practiced “Wild Sorcery.” Ulin connected the dots.

Shortly after he left Solace, searching Ansalon for places strong in the “Wild Magic” to perhaps prove his suspicions. Months later, Ulin found himself at an old battle ground, a scorched ruin left from the Summer of Chaos. It was a haunted place, deemed cursed by travelers passing through the territory. Witch lights burned at night, and fires with no heat flashed in strange colors on nothing more than the air. Walking through the strange place, Ulin could feel power crackle at his fingertips. Over time he learned to wield the ambient energy, creating spells there were far above his experience level.

After months of experimentation and living as a hermit, Ulin mastered a new form of spellcraft. Fearing the possibility of being deemed a renegade, he stayed silent over his discoveries. He set forth from the ruins and systematically traveled the countryside in search of others that also felt the pull of Primal Magic. Using his own family fame, he began training others in secret, finally opening a small academy on the outskirts of Solace. It was doomed to fail.

Renegade hunters under the direction of the head of the black robes, Dalamar the Dark, eventually uncovered his efforts. They attacked with extreme prejudice, and the resulting battle rocked the town of Solace with spells of destruction. Vallenwoods burned, and many homes and businesses disintegrated to ash.

So started the war against Wild Sorcery with Ulin and his students existing as fugitives. He trained sorcerers in secret cells across the continent to keep his life’s work from erasure. A half year later it came to a head when confronted by renegade hunters and his own father, now head of the Orders. The chance encounter turned deadly when Ulin’s apprentice surged a spell with unstable chaotic energies, opening a deadly rift to the Grey. The energy killed all but Ulin, and demolished the small city.

The sole survivor, Ulin’s life is one as a renegade, the whole population now siding with the Orders of High Sorcery. With Dalamar the Dark as the new head of the Order, a full on war was declared on any practicing the heresy of Primal Magic. Ulin now searches for a way to undo the damage done, even at the expense of his own life. He is a haunted man, plagued with self-doubt in reflection of his failures.

MW Soris- The soris is a jointed staff-spear...[It] is two pieces of darkwood connected by a universal joint. The short upper shaft has small folding hooks and a rope hand-loop. The soris' lower shaft has an attached leather thong and it tipped with a sharp metal spike. The ball-like joint can be locked in any position, allowing for many possible uses...You can use this weapon to gain a +2 circumstance bonus on Climb checks. Acts as either club, light flail, quarterstaff or shortspear weighs 3lbs
as Club +9/+4 1d6+1 x2 10ft B/ as Light Flail +9/+4 1d8+1 x2 B,disarm,trip/ as Quarterstaff +9/+4 1d6+1/1d6+1 x2 B,double/ as Shortspear +9/+4 or +13 thrown 1d6+1 x2 20ft P

+1 Elk Bone Dagger +14/+9 1d4+2 19-20/x2 10ft 1lb

Combat Actions: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.

Spells: CL 1
1st) Gravity Bow- (standard,V&S,1min/lvl,personal,Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is) castLead Blades- (standard,V&S,1min/lvl,personal,All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are)

Feats:
1) Alertness +2 bonus to Perception & Sense Motive
RT) Weapon Finesse
3) Sharp Senses +4 racial bonus to Perception
BF1) Blind-Fight In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
BF2) Point Blank Shot +1 to attack and damage within 30ft
5) Iron Will +2 to Will saves
CS)Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
R3) Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
7)Elven Accuracy If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit
K) Exotic Weapon Proficiency Soris

Equipment:Handy Haversack carried/5lbs (2 compartments hold 20lbs,central compartment 80lbs, move action to retrieve( bedroll, blanket, 50ft rope w/ grappling hook, 2 tanglefoot bags, 2 antitoxins, 2 flask of acid, pouch w/ 217stl, 2 weeks trail rations, healers kit) Boots of Elvenkind worn/1lb (+5 competence bonus on Acrobatics), +2 Belt of Incredible Dexterity worn/1lb (brown leather belt with silver buckle of Tiger) Cloak Of Elvenkind worn/1lb (plain gray cloak w/ hood, +5 competence bonus to Stealth checks), +1 Amulet of Natural Armor worn/- (made of Elk bone, this amulet toughens the body and skin giving wearer an enhancement to natural armor), Atraka Flute in haversack/3lbs, Versatile Vest worn/1lb (This sturdy vest stays dry and spotless in the worst of conditions. You can secure up to six objects (weighing up to 1 pound each, whetstone, dagger) to the vest by holding them to it and speaking a command word.You can retrieve any of these items as a move action. In addition, the vest has four large pockets, each capable of holding as much as 1/2 cubic foot in volume or 5 pounds in weight, and weighing only 1 pound when full. When closed, the pockets are proof against water and the elements. The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days, Spellsight Bracer worn/1lb (leather bracer with polished olivine near wrist, 1/Day Detect Magic, +1 resistance bonus to Will saves), Efficient Quiver carried/2lbs, has three distinct portions, each with a non-dimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like),

Code Of The Kirath
- I am the eyes and ears of the Silvanesti. My presence declares the return of the Silvanesti to their rightful homes.
- I will keep my senses ever alert, taking in all and committing it to memory so that the Silvanesti may be well served, and their return made easier.
- I am first and foremost an observer. I serve to report the obstacles, not engage them. Dead kirath give no information.
- I travel light. If my skills are sharp, my senses keen, and my courage unfailing, then I have all the equipment I need.
- Never solve a problem by violence when stealth and strategy can yield a better solution.
- I pledge my energy to the reclamation, restoration, and preservation of nature. Animals, plants, water, or any other aspect of nature, are to be used wisely, not wasted.
- Adjust, adapt, and improvise.
- I am truthful whenever possible, for it is difficult for the deceitful to see through falsehoods.

Bio: From the moment he could wield a sword and draw a bow, Variel had been training to protect his homeland and his people as a member of House Protector. The way of the warrior was in his blood, and with the tutelage of his aunt Alhana Starbreeze and others in his family he quickly rose in the ranks of service and when he could, membership amongst the Kirath. It was here, within the Kirath that Variels skills and focus would be put to the test, first in defense of his homeland against the marauding minotaurs, who swept in and took Silvanost as their own. The conquering of their ancient homeland and forest devastated the elves at first but they pushed on and persevered as they made their pilgrimage north into the lands of the Khur. It was here that Variel was tested yet again as refugees in the lands of the Khur they were persecuted and many agents within the walls of Khurish cities acted to hasten the demise of the elves who sought only a place to rest their heads. The elves were in exile, yet they strove forward with the leadership of their king Gilthas and the many faithful by his side, including Variel, who stood by in defense of his king and his people, to protect them and their history both past and present. Eventually, through many tests of faith and perils along the way the elves moved on and found a place to call their own, a new land to settle and mold into a new elven kingdom.

Last edited by Tauren_Kai-Jere; 04-22-2013 at 09:18 PM.
Reason: Updated player's ammunition total in their absence.

Description
Loren Soth is a tall and heavy-boned man, with a square jaw, prominent brow and high cheekbones, with deep-set and piercing steel-gray eyes and thick, pitch black hair with a shock hanging down over his shoulders in curls. He lacks the typical Solamnic mustache and instead sports a clean-shaven face.

Background
Loren Soth is a man who has made mistakes. His life started out exactly as planned. He was a dashing young knight with a beautiful wife, a productive and peaceful land, and many quests already under his belt. This life changed when Soth and his knights saved a carriage from attack by goblins. Inside was the most beautiful woman he had ever seen: the elf maiden, Isolde. He was filled with a love he had never known, and brought her back to stay in his keep. In the same place where he lived with his wife, Soth began an affair.

Soth’s wife knew she was losing him, and so conspired to get pregnant to keep him. She became pregnant through magic, and was told that the baby would be a reflection of her husband’s soul. When she finally gave birth, the baby was dark and demonic. Soth flew into a rage upon seeing his child, accusing her of adultery and dark magic. He struck his wife and was about to murder the abomination. As he was about to kill his own son, Soth looked at the child and knew in that moment that it was true, there was darkness in him and this hideous child was just a reflection of it. Tears streaming down his face he returned the child to the crib and left his wife. He shaved off his solamnic mustache, left all his money and titles behind to his wife, and left his castle with only Isolde by his side, looking for redemption.

Eventually Isolde became pregnant, and Loren began to fear that this child too would be marked by his inner demons. While praying at a temple of Mishakal, he received a vision of how he could repent. He needed to go to Istar and stop the Kingpriest and save the world from the Cataclysm. Loren went off knowing he would likely die in his quest, but he believed he could save Isolde and his son from him. He set off, but was soon stopped by three elves who told him poisonous lies that Isolde’s child was not his, that she had cheated on him. He again flew into a rage, but this time he knew better. He quickly calmed himself, sure in Isolde’s love of him. He continued on his quest, making it into the Temple in Istar just as the Kingpriest was beginning to attempt to ascend to godhood. Loren tried to talk the man out of it, but it was no use. With tears streaming from his eyes for what he was about to do, Loren cut the Kingpriest down. The energies the Kingpriest was channeling were unleashed, and in a massive explosion Istar was destroyed, the city falling into the sea. The destruction was massive, but it was minor compared to what Loren had seen in his vision. One city was destroyed, instead of the many that would have been lost to the Cataclysm.
As Loren was consumed in the explosion Isolde was giving birth to a healthy baby boy. She cried out to Mishakal, begging for Loren to have a chance to see his son. In a flash of blinding yet comforting blue light, Loren was brought back in front of Mishakal’s statue. He held his son in his arms, and from that day forth he vowed to keep the darkness inside of him at bay. Although he was not aware of it, back at Dargaard Keep his son from his first wife cried to be fed. His first wife came to feed him, and was shocked to see that the child was completely normal.

Loren is a man who knows that there is darkness inside of him, but every day he devotes himself to doing good, for his love, for his child, and for his own soul. He became a rare thing in history, a holy warrior of Mishakal. His talents are all in war, but his devotion is to bring redemption to those that need it, or at the very least protect the innocent from those who refuse to repent.

XP!

It's Just a Dream
1 animate dream [CR 8] = 400 XP for Ulin, Daevan, Simone, Waylorn, and Bhatair.
Ad hoc reward for great role-playing and good use of skills by the party = 40 XP for Ulin, Daevan, Simone, Waylorn, and Bhatair.

And the Current Shifts
Safely delivered Goldmoon to her world's Heroes of the Lance [Minor Party Mission Goal] = 600 XP for Ulin, Simone, and Loren.
Sticking with the Game = 2,500 XP for Ulin, Simone, and Loren.